This walkthrough is presented with permission
by the author, Mr. Norris who was one of the designers of The Quivering.

Level 1

First, leave the village and collect
the Ghoul Cube. Get the Ghoul Cube from the Raven (your uncle) at the crossroads.
Until you collect this, you won't be able to collect objects.

Getting into Uncle's House

Go back to village where you started,
and enter the "Slaughtered Ham" pub. Note that the jukebox is broken. Next
to the jukebox is Billy, Uncle's groundskeeper. Talk to Billy. If you ask
the right questions, he will eventually hand over the Key to Uncle's front
gate. While you are in the pub, talk to the Policeman playing darts. This
will open up conversations that you can then have with the man trapped
in the gibbet (at the crossroads). (The man in the gibbet owns the car
you will come across later.) Talk to the guys at the bar. Pick a fight
using conversation choices. After the Vicar intervenes, go and talk to
the Vicar. After the correct choice of conversation, the Vicar will allow
you to collect the Glass of Water.

Head towards Uncle's house (out of the
village, and right at the crossroads). On the way, note the Mapstone on
the outskirts of the village (a pointy monolith of rock with a pentagram
etched on it). There are six Mapstones in total. Each one you find and
use will then be available in order to jump locations between Mapstones.
This significantly cuts down on legwork. Mapstones must be used and not
just seen, in order to be used by other Mapstones.

Collect Imps on your way out of the
village. There is one at the end of each alley in the village, one behind
the cross outside the pub, one behind the wall (on your right, when approaching
the crossroads), an d one in the backseat of the car (which you pass, after
turning right at the crossroads). You now have five Imps.

Go past the car, the graveyard, and
the next building on your right is uncle's house. Use the Key on the gate,
and it will open before your eyes.

Inside Uncle's House

A hideous creature, Gore, blocks the
stairs to the next level. In order to reach Level 2, you will need four
ingredients for a potion that will turn Gore back into his normal self.
The pot to make the potion lies in the backup laboratory in the basement.
This is reachable via the ladder going down in the entrance hall (to your
left). As you find each of the four main ingredients, you must use (place
them) in this pot.

The four ingredients are the Local Brew
(in the cellar of the pub, guarded by the landlady, who can be distracted
by putting on a show), the Illuminous Fungus (found in the basement underneath
the Shack in the Dark Woods), the Vampire's Teeth (taken from the sleeping
vampire, in the graveyard, when he takes them out to sleep at night), and
the Light of the Pharaohs (found in Egypt, reached via a time portal located
on the other side of the swamp).

While you are here, collect the Lamp
from Gore's Bedroom (in Uncle's House--the room with Gore's pet rat). Read
the Book about Ancient Egypt in the Library--the symbols within will need
to be noted down. (Do not open the outer door to let the vampire from outside
in.) Open the door to the secret room, by using all of the books. One book
opens the secret room, another opens the trapdoor (which will not kill
you). The secret room contains a nonlethal ghost, but also a Crystal Egg
that should be collected. The Crystal Egg can capture the Light of the
Pharaohs within it. Go into the Kitchen--speak to the Chef about his bizarre
recipes, which will eventually make him show you the Burgers. Go back to
the Rat, who you can now talk to about Burgers. Pick up Gore's Pet Rat,
who is now keen to come with you and find the Burgers. Use the Rat on the
kitchen worktop--the chef will try and kill him. After the mayhem that
ensues, collect the Burgers and the blue and white Jug (to collect the
Local Brew in).

Head out into the garden. Collect the
Imp. Use the Mapstone. This Mapstone can now transport you to any other
Mapstone you have previously found and used (i.e., like the one in the
village).

To get the Local Brew, you should already
have at least the Lamp and the Jug. Go to the Darkwoods (to the crossroads
and straight across). Enter the Darkwoods with the Lamp in your hand (or
you will be killed in the darkness). Find the Mapstone (before crossing
the bridge) and use it. Cross the bridge (which will collapse under your
weight). Find the Evil Tree (which has red eyes and an axe in its mouth).
Send an Imp to collect the Axe (if you don't have an Imp, there is at least
one in the woods to collect). After the Imp has tried, and died, collect
the Axe yourself from the Imp's outstretched hand.

Enter the Evil Shack, and in the Kitchen,
collect the Vacuum Cleaner. Outside the shack is a shed. Use an Imp and
the axe (combined in you inventory) to produce an Axe Imp. Use the Axe
Imp to cut down the door.

Collect the Dinghy from inside (to be
used to get across the swamp).

To get back to the Library, cross the
ravine (which used to have a bridge) by finding the Happy Tree (it is singing).
Use an imp and the Axe (combined in your inventory) to produce an Axe Imp
again, and cut down the tree. Walk across the felled tree.

Find the Mapstone in the Darkwoods and
use it to transport you to Uncle's Garden. From there, find the Library
and the book-activated secret room. Use the Vacuum Cleaner to suck up the
Ghost. Collect the Mask that drops to the floor. Find the Phantom of the
Opera playing the organ in the main hall. Give him the Mask. Whereas he
was scared to leave the house before, because he was so ugly, he will now
happily be collected. Collect the Phantom of the Opera.

Go back to the pub (using the Mapstones
is the quickest way). Use the Phantom of the Opera on stage. He will now
entertain and distract the crowds (who were previously missing the sounds
of the jukebox). With the landlady distracted, you can now get down into
the pub cellar. Here, collect the Weedkiller and use the Jug on the tap
to collect ... the Local Brew! Take this back the basement laboratory in
Uncle's house, and use it on the pot. One ingredient of four is done.

To get the Illuminous Fungus, located
underneath the Evil Shack in the Darkwoods, you will require the Blowtorch,
Zombie Gun, and Gas Mask. You already have the Axe and Weedkiller. Use
an Axe Imp to smash and collect the Zombie Gun from the corridor in Uncle's
house. The Blowtorch is guarded by the Killer Plant in the Greenhouse in
Uncle's Garden. In your inventory, combine an Imp with the Weedkiller to
produce a Weedkiller Imp. Send the Weedkiller Imp to his death, poisoning
the Killer Plant in the process.

You can now get the Blowtorch (vital
for opening chained entrances). While you are in the greenhouse, note the
Seeds that are high on a shelf near the door. The Gas Mask is the Graveyard.
Make a Blowtorch Imp in the inventory, and use it to open the gate to the
graveyard. The skeletons in the graveyard are red herrings. Avoid them.

There is a Mapstone just inside the
entrance. Use it, to enable its use with the other Mapstones. Collect the
Flute from one of the statues. Collect the Gas Mask from the stairwell
of the Crypt (the shed-like building at the far side of the graveyard).

Use the Mapstones to get back to the
Darkwoods, and eventually the Evil Shack. In the inventory produce a Blowtorch
Imp to open the trap door. Go down into the Cellar ... Get your Zombie
Gun ready (in hand). You will need it here. Negotiate the Maze. The Zombie
Gun can only shoot one shot at a time; thus, any location you find with
two zombies visible should be exited.

Feel free to shoot any Zombies (where
only one exists in a location). Eventually you will see a hole in the wall.
Go though this into the Mushroom Cave. Get your Gas Mask on hand, and walk
through and take a chunk of Illuminous Fungus. Head back out of the cave
and again get your Zombie Gun ready. If you haven't already, you must shoot
the zombie under the stairs (or you will not be able to escape). Leave
the Mushroom Cave and take the first right, then first left, then first
right. Here you should see a zombie cowering under the stairs. Shoot him.
Take the exit on your left, left again, and then renegotiate the maze out
and back to Uncle's house.

Put the Illuminous Fungus in the pot.
Just two more ingredients to go to get the Vampire's Teeth. The Vampire
will take out his teeth when he is asleep in his crypt, but currently he's
hovering outside the Library.

You will need the Car Keys and Garlic
Pizza. You already have the Glass of Water. Go back to the crossroads and
Talk to the man in the gibbet (cage). Eventually, through the correct conversations
(provided you have spoken to the Policemen already), you will strike a
deal and receive the Car Keys. These will allow you to get in and drive
the Car to the Gates Motel (and too fast for the Werewolf to catch you).

At the Gates Motel (in black and white--so
do not adjust your monitor), head up towards the front door. Go past it
to the statue round the side. Use an Imp on the statue, which will break
the window (ready for your escape from Jason's Bedroom). Enter the hotel.

There are three cases for you to hide
in, and a desk and bell. Ringing the bell will cause the Bell Boy (monkey)
to collect a case and take it to a room. Use (ring) the bell and move (get
into) the third (rightmost) suitcase. You will exit the case to find yourself
in Jason's bedroom. Jason is the guy with the chainsaw who is on his way
back to his room. Take the Garlic Pizza in the room, and then run back
to the car via the broken bathroom window. Jason is behind you all the
way.

When in the car, use the keys (still
in the ignition). The car will eventually start and take you back to the
graveyard.

Go to the Library. Open the outer door
and let in the Vampire. Use the Garlic Pizza on the Vampire, sending him
back to his crypt. Get back to the crypt and put the Glass of Water on
the table beside the coffin. The vampire will then take out his Vampire
Teeth. Take them and put them in the pot in Uncle's Basement Laboratory.

The Light of the Pharaohs is located
in Ancient Egypt, located at the far side of the swamp! You already have
everything you need: two Imps, Dinghy, Crystal Egg, Burgers, and Flute,
and you should have noted the symbols (four groups of three, and a final
picture) in the Egypt book from the Library.

Use the Dinghy on the swamp (the last
exit of the crossroads, opposite the village). Get in and move forward--the
music (and timer will start). The swamp is a maze, and if you don't get
to other side quickly enough, the Swamp Monster will get you. Think of
each location as having six possible exits (rather than the standard four),
and map it likewise as you try.

On the other side of the swamp is a
Mapstone. Use it, and you will never need to cross the swamp again!

Pass through the time warp into Ancient
Egypt. Head straight towards the Pyramid. Deviating from this route to
explore will almost certainly end in your death. In the snake room, create
a Flute Imp, to keep the snakes distracted. The next puzzle room, the Snap
Puzzle Room, will close the doors after you. You are required to match
the symbol that appears above the door with the symbols from the book.
As each symbol appears, click on one wheel on the left and one on the right,
hoping for the match. If you complete this puzzle (which relies on the
clarity of the notes you took from the Library), you will move on.

To pass though the Mummy Room, make
a Fat Imp (Imp plus Burgers) and place him on the sarcophagus ahead. The
Mummy inside will not be able to escape as you pass. Enter the Fountain
of the Pharaohs. Walk around the outside edge to turn the mirrors to the
correct configuration (as depicted again in the book). Go to the center
well. Look around to check that the mirror formation is correct. If so,
turn the wheel for the well. If the configuration is correct, the Light
of the Pharaohs will appear. Collect this in the Crystal Egg and head back
to the underground Laboratory in Uncle's House.

This is the last ingredient. When added
to the others in the pot, the Pot will be ready to take. Use the Pot on
Gore, the monster guarding the stairs, who will turn back into Gore and
go look for his pet rat. You can now get up the stairs to Level 2.

I would say congratulations, but you
had this walkthrough which solved all the puzzles for you ...

Level 2

The key to this level is to collect
the Brains and plug them into the Brain Machine for transference into the
Frankenstein Monster.

More Imps can be found in Uncle's Garden.

There are three Brains to be found around
the upstairs levels: the Scientist Brain, the Madman Brain, and the Elvis
Brain. As you collect each of these, you use them on the jars in the Brain
Machine. Once in situ in the machine, a number will light up on the Brain
Machine. Using (pressing) the numbered buttons will transfer the specific
Brain into the monster.

One Brain is already in the attic laboratory.
Pick it up. Use it (put it in the pot) on the machine.

To get the second Brain from the Butler,
you are required to have the Black Tie. The Black Tie is in the bedroom
where your cousin is sitting in a chair. It is on the other side of the
room, in the drawers, so you must go past him. It is best to do this when
he is not a Werewolf, so make a run for it when the moon in the window
is covered by cloud. When you get the Black Tie, go back and see the Butler.
He will now be more than happy to serve you.

To get the third Brain from the Scarecrow,
you are required to have the Pumpkin. Go to the Torture Chamber, and talk
to the stretched man (the one from the gibbet!) and encourage him to leave.
When he does, put an Imp in the torture device (rack) instead, and encourage
the Torturer to stretch the Imp. When he does turn the rack once, get (collect)
the Stretched Imp. The Stretched Imp will now be able to collect the Seeds
from the high shelf in the Greenhouse.

Go down to Uncle's Garden, and into
the Greenhouse. Collect the Seeds and use them on the Growbag beneath.
The Pumpkin will grow. When it is big enough, get (collect) it.

Go back up to the First Floor in Uncle's
House and find the character with the bag for a head. He will gladly swap
the Pumpkin for the Brain in the bag.

When you have collected all three Brains,
use them on the machine (put them in the available jars). To open the portal,
use the Scientist Brain in the machine (press 1(?)). The Scientist monster
will then open the portal back to Big D's home dimension. When opened,
Big D will arrive on the scene.

Quickly, transfer the Madman Brain to
the monster (press 2(?)) on the machine. The Madman monster will send Big
D back to his home dimension.

Thus, with Big D sent back to his home
dimension, the Level is complete.

So a big "well done" is in order for
following these instructions correctly ...

Level 3

You are now in a theme park. Don't ask
how.

The theme park is divided into three
sections, separated by a cave: a south side (where you are initially standing,
containing the entrance), a north side (containing the roller coaster and
one armed bandit), and an east side (containing Big D's castle). You will
not be able to get into the castle until you have the Entrance Ticket.

To get the Entrance Ticket, you will
need to win it at the Duck Shoot stall. To win, you will need the Machine
Gun.

To get more Imps (for saving the game
and for solving puzzles), you must use the One-Armed Bandit located at
north side of the theme park. Playing the game is free, but depending on
your luck and skill, it will kill you almost as many times as you win.
The method is to get two or three Imps without dying, then use an Imp to
save, and do the same again until you have a good store of them. You now
have many Imps.

From the One-Armed Bandit, you will
also win Tokens for the Grabber Machine (just over the fence to you). After
a number of attempts (3?), you will get (win) the Magnet from the Grabber
Machine.

Go into the Cave and get (steal) the
Camera from the Demon family. Go to the Comedy Photo Cutouts and use an
Imp. The Imp will pose, and you should take his picture (use the Camera).
This will blind the Imp. Collect the Blind Imp.

Turn to your left, towards the Wall
of Death Motorcycle Show. Put your Blind Imp in through the door (a normal
Imp would refuse!). This will cause the motorcycle inside to crash. This
in turn will cause the Motorcycle Helmet to be thrown out onto a post.
Collect the Motorcycle Helmet. Finally, collect the Glue, just hanging
around outside the Wall of Death.

The only other item in this north side
that we haven't mentioned is the broken roller coaster. To fix the broken
roller coaster, you will require the Toolbox, Balloon, and Imp to make
a Floating Toolbox Imp. You also need another Balloon and the Magnet (which
you already have) to solve the puzzle. We will come back later when we
have these.

Head back to the south side of the theme
park. Get a Balloon from the clown. Enter the Funhouse ... be careful--it
is a dangerous place! The only object you need to retrieve from the Funhouse
is the Spanner. The Spanner is found within one of the mirrors in the Hall
of Mirrors. Once collected, get out of the Funhouse as fast as possible
(like you need telling twice).

You now have the Spanner and Motorcycle
Helmet. Find the Spinning Ride. Get on it when it stops. Make a Spanner
Imp (Spanner plus Imp) and use it on the central bolt (which holds the
planes). If you have the Crash Helmet (which you do), the resulting crash
will not be fatal. Well, not to you. It will, however, be fatal to the
Punch and Judy Stall, which previously blocked your path.

Go around the side of the Ghost Train
and get the Mat if you like (it's actually a red herring!). Enter the Ghost
Train--ride it through and watch for the clues. Note the Noose plus pop-up
Nosferato. Note the Witch plus Circular Saw. Note the Toolbox (on the other
side of the bars).

You will need Glue and an Imp. Make
a Gluey Imp, and put him in a Ghost Train Car. The Ghost Train will now
run on auto, and you can follow the car around as it opens heavy doors
for you (being careful not to be killed by the car as it comes around the
track again). Find the Pop-up Nosferato (the next location further on that
the noose) and wait. When the car comes around again, the Pop-up mechanism
will propel you through the air. The resulting Noose mechanism will open
the Portcullis.

Go through this newly opened passage
and collect the Toolbox. Note the locked door nearby. Get back to the track
(waiting for the car to go past first) and follow it. When you are almost
out (at the skeletons), you will be near the drop down Witch. She will
be dropped when the car approaches again--you will have to click on her.
No other location is safe from being either being run down or sawed in
half. When you get off the Witch, the doors will still be swinging, so
you can quickly escape out.

All this for the Toolbox!

Use the Toolbox, Imp, and Balloon to
make a Floating Carpenter Imp. Go back to the roller coaster, at the base
by the breakage in the track. Use your Floating Carpenter Imp here. He
will not be able to fly high enough to fix the breakage.

Go back to the Balloon Clown. Ask for
another Balloon (he would be annoyed if you already had one). Use the Balloon
on the Floating Carpenter Imp. The extra Balloon will give the Imp the
necessary lift to fix the broken track. With the track fixed, you can ride
the roller coaster.

Use the Magnet at the top to get (attract)
the Keys from the Handyman. When the ride ends, go back to the ghost train.

Getting around the Ghost Train the same
way as before, use the Keys to unlock the locked door. Inside this room,
get the Machine Gun. Take the Machine Gun to the Duck Shoot. Win the Ticket.
Enter the Castle ...

Inside the Castle, you will meet Big
D again, and he will kill you. Now, playing as the Elvis Monster, you must
defeat all of the monsters thrown at you by clicking on them. Unfortunately,
you are on you own here for this arcade section. Hints: You normally have
some time while skeletons get up on the outer ledge before attacking. Use
this time to click on the wheels. Watch for a sequence--the attacks are
not random. If you climb up the last ladder (after the birds), the game
will finally end.